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Hill Giant ButcherCreature 14


RareCELargeEarthGiantHumanoid
Source Pathfinder Kingmaker
Perception +25 (low-light vision)
Languages Common, Jotun
Skills Athletics +28, Intimidation +24, Survival +25
Str +8, Dex +4, Con +5, Int -2, Wis +5, Cha +0

AC 36; Fort +28; Reflex +23; Will +26;
HP 260
Speed 35 feet

Battle Axe One Action +30 (+25, +20) to hit (magical, reach 10, sweep) 2d8+16 Slashing
Hatchet One Action +30 (+26, +22) to hit (agile, magical, reach 10, sweep, thrown 10) 2d6+16 Slashing
Rock One Action +26 (+21, +16) to hit (brutal, range increment 120) 3d4+16 Bludgeoning
Hatchet One Action +30 (+26, +22) to hit (agile, magical, reach 10, sweep, thrown 10) 2d6+16 Slashing

Low-Light Vision

The monster can see in dim light as though it were bright light, so it ignores the Concealed condition due to dim light.

Catch Rock Reaction

Requirements The monster must have a free hand but can Release anything it's holding as part of this reaction.

Trigger The monster is targeted with a thrown rock Strike or a rock would fall on the monster.


Effect The monster gains a +4 circumstance bonus to its AC against the triggering attack or to any defense against the falling rock. If the attack misses or the monster successfully defends against the falling rock, the monster catches the rock, takes no damage, and is now holding the rock

Menace Prey One Action (concentrate)

The hill giant butcher designates up to two creatures they can see and hear, or one they're Tracking, as their prey. The hill giant butcher gains a +2 circumstance bonus to Perception checks to Seek the prey and to Intimidation checks to Demoralize the prey. This effect lasts until the hill giant butcher uses Menace Prey again.

Sneak Attack

The hill giant butcher deals an extra 2d6 precision damage to flat-footed creatures.


When the monster Strikes a creature that has the Flat-Footed condition with an agile or finesse melee weapon, an agile or finesse unarmed attack, or a ranged weapon attack, it also deals the listed precision damage. For a ranged attack with a thrown weapon, that weapon must also be an agile or finesse weapon.

Throw Rock One Action

The monster picks up a rock within reach or retrieves a stowed rock and throws it, making a ranged Strike.

Twin Butchery One Action

Frequency once per round;

Requirement the hill giant butcher is wielding two melee weapons, each in a different hand

Effect The hill giant butcher uses both of its axes against a single target. It makes two Strikes against its menaced prey, one with each of the required weapons. If both hit the same menaced prey, combine their damage for the purpose of its resistances and weaknesses. In addition, if both Strikes hit, the menaced prey is Flat-Footed until the start of the hill giant butcher's next turn. Apply the hill giant butcher's multiple attack penalty normally.

Wide Swing One Action

The hill giant makes a single greatclub Strike and compares the attack roll result to the ACs of up to two foes within its reach.

This counts as two attacks for the hill giant's multiple attack penalty.


Primal Innate Spells (DC 31, +23 to hit)

1st Level: Longstrider
2nd Level: Barkskin, Entangle


Selfish and crude, these rough-skinned raiders are bullies and ultimately cowards. Quick-tempered and fond of violence, a hill giant gladly raids and pillages the defenseless but is quick to flee from those who are bigger, stronger, or better organized than they are. A hill giant is never above shoving or tricking one of their own kind to slow down their opponent or get the best loot.


Giants are massive humanoid creatures who live in remote regions throughout the world. They are divided into a number of subtypes.


Traits

Rare

This rarity indicates that a rules element is very difficult to find in the game world. A rare feat, spell, item or the like is available to players only if the GM decides to include it in the game, typically through discovery during play. Creatures with this trait are rare. They typically can't be summoned. The DC of Recall Knowledge checks related to these creatures is increased by 5.

Earth

Effects with the earth trait either manipulate or conjure earth. Those that manipulate earth have no effect in an area without earth. Creatures with this trait consist primarily of earth or have a magical connection to that element.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.